Flynn
Posts : 60
| Subject: Daione Fri Feb 14, 2014 12:43 am | |
| Name: Daoine Normal Life Expectancy: 0-??? years Background: Ancient. Ancient is ways few could ever comprehend. Some say they existed before time itself. Others that they were of the First Races. This is... not exactly untrue; but the truth itself is far more. However, that truth is known only to the highest castes of the race; the nobility that see to the continuation of their people. A people of many and no one in particular; the race is less a race, and more an alliance. Multiple species came together in a time of great hardship to create an empire that lasted for eons without end. Ruling their world for generation came naturally; the rulers kept a loose grip on the people; allowed the various races to live as they would have normally; extending their power only when needed to keep the people safe. This system worked perfectly for longer then even the nobility could remember; until the final fall of the empire. Not a war, nor an outside attack. A simple virus; new and unknown and from the lands beyond their control. A virus from the new species on the planet; humanity. Something that to the rest of the planet was mostly a mild annoyance; but ravaged the Daoine Empire with a speed never seen before. By the time a cure was found; it was too late. The Empire had fallen; the survivors had retreated to their ancestral homelands. The population had been decimated; less then 20% of the original population was left alive. It was enough to survive; but they never managed to build back to how they had been before. Too many species lost; to much destroyed; too much energy lost. It was time to rest; and they took to their smaller lands with an almost joy. Now, they could work together better; see each other more. Dream together. The last two cities; the oldest in the Empire; they kept the people going as they transitioned into small villages and towns; changing from a city people back to a more agrarian way of life. Science and technology still flourished; they where far removed from the pre-tech and post-tech civilizations that existed elsewhere; having done that long ago. Tech was a tool, not a way of life. They had learned the balance of nature and technology long before; there was nothing to worry about now. From there they enjoyed several generations of prosperity; slow growth and rediscovery of the lands they had once forsaken. It was a good time to be alive; a new age of mental growth and discovery. They focused on medicine and bio-technology in this era. While they had find a cure to the plague that nearly destroyed them; the entire race agreed that it could never happen again. With this in mind; they worked to enhance upon what nature had given them; they had long ago reached what was the end of their physical evolution on this world; it was why they had so much trouble adapting to the sickness at first. When a species stopped adapting; they died off. This was relearned the hard way. So now; it was time to kick start. Bio-augmentation, genetic tweaking, you name it. The only thing they didn't do was eugenics; the people where still free, they would not be told how to breed. It was during this time that they reached the height of their scientific might. They had achieved the impossible; creating an entirely new race of beings from nothing. The pride of the race; the newest addition to their ranks. The species where known as nothing but what they where, the people. Part of them, as if they had always existed. Powerful; powerfully different; an attempt to bring the best of the primates into the People. Primates had never existing within the empire; long shunned after the bloody wars that gave rise to the Daoine. Now, the lesson was learned. To exist in world overrun by the hairless primates called humans; they would need to bring them into the fold. The new people; codenamed "Biskmatar" where just that. The sum total of everything the people had ever known, brought to bare in creating new life. And they where perfect. Special Abilities: - Telepathy:
Power to mentally receive and/or transmit information. Users of this power are often called Telepaths or Mind Readers.
Capabilities The ability falls into two categories, Telepathic Communication, which is the ability to transmit information from mind to another, and Telepathic Perception, which is the ability to receive information from another mind.
Applications Similar to "telekinesis", "telepathy" is an umbrella term for any ability that involves projecting, reading and manipulating thoughts.
Telepathic Defense Illusion Manipulation: The ability to manipulate what others perceive, such as making them see things that aren't actually present, or not see things that are. Psychic Shadow: The ability to mask psychic presence, hiding from other psychics. Psychic Shield: The ability to erect a psychic shield to protect the minds of oneself or others.
Telepathic Offense Binding: The ability to restrict the movements of others via the mind. Darkside View: The ability to communicate with and bring out the dark side of a person's personality. Download: The ability to quickly process, store, or download information through another's mind. Emotion Manipulation: The ability to make one feel pleased, happy, pained, or any other emotion. Lightside View: The ability to communicate with and bring out the good side of a person's personality. Mental Projection: The ability to project thoughts into reality. Mind Exchange: The ability to transfer one's mind into another's body, taking control of that body; can be done in inanimate objects as well, telekinetically controlling it. Mindscape Transportation: The ability to teleport objects into of one's mind. Neurocognitive Deficit: The ability to shut down an opponent's higher brain function. Pain Inducement: The ability to cause pain. Psionic Inundation: The ability to launch psi-bolts to cause mental damage. Psychic Constructs: The ability to generate constructs out of mental energy. Psychic Energy Manipulation: The ability to produce and manipulate mental energy. Psychic Inhibitors: The ability to place inhibitors in the mind to limit another's capabilities. Pushing: The ability to implant memories, thoughts, and emotions into others.
Telepathic Supplementary Audible Inundation: The ability to create voices and sounds in the minds of others. Consciousness Transferal: The ability to transfer ones mind to a new body if the users body is destroyed/killed. Electroreception: The ability to sense the presence of others. Mind Link: The ability to develop a permanent mental bond with any person, also called imprinting. Mind Melding: The ability to fuse one's consciousness with another. Omnilingualism: The ability to intuitively understand new languages. Psychic Communication: The ability to open up secret conversations and relay covert information. Psychic Navigation: The ability to create a mental map of the area. Psychic Wave Manipulation: The ability to generate and manipulate thought waves. Sensory Scrying: The ability to perceive through the sense of other beings. Telempathy: The ability to communicate through emotions. Telepathic Relay: The ability to act as a mental relay station for a group of minds, allowing said minds to "speak" to one another through the user. Telepathic Speaking: The user of this power can speak by using their mind combined with mental powers. Thought Manifestation - Project one's thoughts telepathically. Thought Manipulation: The ability to control the thoughts of others.
***User does not receive all abilities. They must list exactly what they have; maximum of 5.***
- Precognition:
Power to perceive future events before they happen. Opposite power of Retrocognition.
Capability Users have the ability to foresee possible futures and observe what may happen. As knowledge of the future invariably causes that future to change, visions of the future are subject to frequent shifting. While not being able to select futures or travel through time, these visions may assist in possible courses of action.
Universe Differences Some visions may be set in stone whether or not you see them, others may happen only if the players select a certain course of action. This depends mainly on whether or not users are viewing Destiny or Probability.
Applications Forecast the weather. Know what will happen in the next few minutes, hours, days, etc. May foresee possible and multiple future scenarios. Predict an opponent's attack and dodge the attacks in time. See the fate of other people. Sense danger.
***Cannot have Retrocognition if you have Precognition***
- Retrocognition:
The power to discern the past and past events. Opposite power of Precognition.
Capabilities The user can discern the past and past events using various means, usually entering a trance while seeing and hearing a noted past event, whether it be concerning themselves or of an unfamiliar lineage in a past occurrence. Occasionally spontaneous.
Applications Revealing an intricate past. See the events happening in the past.
Techniques Past Recollection: to intuitively know what has occurred.
***Cannot have Precognition if you have Retrocognition***
- Empathy:
Power to fully interpret and replicate the emotions, moods, and temperaments of others. Not to be confused with Telepathy. People with this ability are often called Empaths.
Capabilities The user can read and mirror the feelings of others without reading apparent symptoms. Can cause the user to understand introverts or discover one emotion is actually hiding another. With this ability the User can attack someone in a personal and emotional way since they know exactly what emotion is flowing through themselves and can use this knowledge to play against them. Some users may learn to read emotional imprints left into environment or objects. Usually over time, an Empath's power grows to the point that they can manipulate emotions on others, and possibly use them to empower themselves. User may learn to extend their power over/on vast number of sentients or reach extreme distances, even other levels of existence but this may be possible only if the user has emotional link to those they search already in effect.
Applications Animal Empathy Apathy Inducement Make the user or others feel no emotions. Combat Intuition- Predict foe's movements by reading their emotional pulses. Emotion Manipulation Anger Manipulation Fear Manipulation Hatred Manipulation Hope Manipulation Love Manipulation Pain Manipulation Rage Manipulation Serenity Manipulation Emotional Energy Manipulation - Create blasts, shockwaves, and Volatile Constructs. Empathic Creation - Create weapons for battle situations. Plant Empathy Psionic Inundation - Overloading one's foes with vast amounts of emotions. Can sense the presence of others by sensing their emotions (empathic scent). Create Empathic Links, allowing linked ones to feel the emotions and conditions of each other. May be able to turn powers against their users. May be able to channel vast amounts of various emotions into an enemy, causing insanity or possible death due to emotional stress on the body.
Variations Empathy has many branches of power. Ranging from very weak to very advance. As the user becomes more advanced those branches may grow. Here are some levels that other empaths have displayed having/may gain: Clairaudience - Some empaths have displayed the ability to not only feel emotions, but also "hear" the heightened thoughts associated with that specific emotions. This is probably do to the fact that both cortex's(emotional,and mental) so closely relate with one another. An example would be if an empath senses two spouses aiming a lot of hatred towards one another. The empath might get the echo of thought along with that emotion e.g "I cant believe hes cheating on me after all these years". However this is not to be confused with Telepathy. An empath can only get visionary "echoes" related to certain emotions. They can not read full memories. Clairempathy - More advanced users of empathy; have shown the ability to sense emotions over great distances such as cities, countries, continents, and other dimensions and planes(The Astral Plane AKA The Emotional Plane). Clairvoyance - If an empath forges an emotional connect with another being. That connection stays opens, the empath is able to sense when that person is in danger and is also able to locate them by their "emotional scent". To give you an better understanding of this,one could consider this the Empath version of "Vampiric Siring"(see "True Blood", "Buffy", "Moonlight", and "The Vampire Dairies" for an understanding of supernatural "Siring"). Also see Sensory Scrying Empathic Healing - This is a level that is somewhat rare and not many master. Due to the fact that when an empath "heals" wounds that are physical they don't heal the actual injury. The empath simply takes the pain into themselves so the victim no longer feels that pain. However empaths do can heal emotional wounds,but healing physical wounds is somewhat uncommon. Empathic Mimicry - Higher level empaths tend to have this power to tap into others abilities. This is done by the empath channeling someone and finding the exact emotion that triggers their power. The empath so long as they remember that emotion is able to use/copy that persons power. Intuitive Empathy - Unlike Empathic Mimicry where the user simple channels and copies others powers. Intuitive Empathy gives that user the knowledge to know how to use the ability intuitively. Lie Detection - A low level empath can sense when a person is lying to them. More skilled users and pick out what that lie is and find the truth. Psychic Navigation - Empaths can sense an person by the emotional wavelength they give off or "empathic scent" Psychometry - There are some places that have constant emotional residue(due to major events happening in that location war,death, historical moments etc.). Some empaths are able to tap into those emotional(lower level users that enter these places are over powered involuntarily) imprints and re-experience those emotions as if they were happening in that moment. If skilled enough some empaths can also see the emotional echoes(images/residual ghosts) still there. This would be due to high levels of concentrated emotional energy. Telempathy - Is when an Empath can not only sense others emotions, but they can also send their own emotions to others. Users can communicate with one another emotionally and if skilled enough send "echoes" (ie: it means a quick glimpse of an image; i.g sending the emotion of love to another user and the receiver seeing an image of their loved one like a mother,child or spouse) of images back and fourth.
***Must chose which subabilities you have, maximum of 5.***
- Emotion Manipulation:
The ability to control the emotions of others.
Capabilities Users can cause targets to feel uptight, scared, happy or relaxed: similar to Mind Control because it does influence thought process, but in a different manner, Mind Controllers are able to change people's thoughts, Emotion Manipulators are able to change the way someone perceives a thought. This versatile power may be used to make friends as a manner of Social Cloaking, or to enliven slacking allies. Potent emotions like love and loathing are more difficult to induce, but can be extremely useful. May be able to cause targets to laugh or cry uncontrollably, or may alter one's ability to feel any emotion.
Applications Apathy: Remove an unwanted emotion on yourself, or a target. Avarice Inducement: Induce greed into oneself and others. Bliss & Horror Inducement: Cause victims to feel either pleasure or discomfort. Compassion Inducement: Induce compassion in others. Doubt Inducement: Targets begin questioning things, but may drive them to disbelieve anything. Emotion Augmentation Emotion Inducement: Induce and make targets feel emotions. Fear Masking: Users may cause targets to be brave, or too bold. Fear Inducement: Cause victims to fear anything they come in contact with. Grief Saturation : Targets feel deep sadness, even sorrow, which may lead them to suicidal thoughts. Lackadaisical : Targets don't feel the need to do anything, may drive some into sleep. Happiness Inducement: Causes target to feel happiness. Love Inducement: Causes target to feel immense love, and fall victim to the users control. Pain Inducement: Force a target to get emotional pain. Pleasure Sensitivity : Causes targets to feel extremely happy, may cause some to replicate love. Rage Inducement: Users induce feelings of anger, may cause targets to go into uncontrollable fits of rage. Sexual Inducement: Causes users to feel limitless sexual arousal. Trust Manipulation: Manipulate who/what trusts/distrusts. Techniques
***Must have Empathy to have Emotion Manipulation***
- Enhanced Combat:
The ability to possess superhuman levels of hand-to-hand fighting skills and excel in various forms of combat. Sub-power of Enhanced Condition.
Capabilities The user is able to become unbelievably skilled in most known forms of fighting. They can be exceptionally proficient in the fighting traditions of a variety of cultures and become advanced with their own individual methods of close quarter combat, including martial arts (from all over the world), boxing, and wrestling. They can also become superhumanly skilled in their use of weaponry.
Applications Accelerated Development Combination Attacks Critical Impact Enhanced Marksmanship Multi-Hit Strike Razor Wind Become skilled in multiple forms of hand-to-hand combat. Proficiently learn multiple fighting styles. Adapt to different methods of fighting with little to no preparation or time.
- Enhanced Condition:
The power to remain in the peak physical and/or mental condition of user's species with little or no maintaining.
Capabilities The user is at the peak physical and/or mental condition of their particular species can achieve without any super-/unnatural methods. This usually entails that they are faster, stronger, more intelligent and overall superior to fellow members of their species without being obviously supernatural.
Applications Enhanced Agility Enhanced Athleticism Enhanced Balance Enhanced Climbing Enhanced Combat Enhanced Dexterity Enhanced Durability Enhanced Endurance Enhanced Flexibility Enhanced Jump Enhanced Immunity Enhanced Intelligence Enhanced Lung Capacity Enhanced Marksmanship Enhanced Memory Enhanced Reflexes Enhanced Regeneration Enhanced Senses Enhanced Speed Enhanced Stamina Enhanced Strength Enhanced Wisdom
- Wing Manifestation:
Power to develop or have wings. Variation of Appendage Generation.
Capabilities User has or is able to manifest wings that grow or are attached to the body allowing flight. They may also protect from rear attacks or detach and re-grow for quick getaways.
Applications Flight or Gliding High level users can achieve Supersonic Flight. Can use wings as weapons or protection.
***Not all subspecies of Daoine have wings. Limited to elder speies; Biskmatar lines may not have wings without valid explanation as to how or why. Avaians have natural wings; do not need this. Aquatics cannot have wings that work in air; however modified fins that give the appearence of wings for swimming are allowed.***
- Elemental Manipulation:
The ability to control the elements.
Capabilities Users can control and create the basic elements of nature. Solid (Earth Manipulation) Liquid (Water Manipulation) Gas (Air Manipulation) Plasma (Fire Manipulation) Literally meaning to "Change Molecules" users of Elemental Manipulation are very rare and powerful. Capabilities may include moving, altering, and mixing existing elements or pull atoms together and create one atom from many others. Due to their many similarities Telekinesis and Elemental Manipulation are often confused. Elemental Manipulation is the parent ability and power for many other elemental-based abilities and powers including Water Manipulation, Fire Manipulation, Earth Manipulation, Air Manipulation and many others, while Telekinesis is the ability to control energy and matter using pure psychic energy.
Universe Differences Energy may be considered a fifth element, similar to plasma, in some universes. Other energies (Like Life-Force Manipulation, Magic, or Cosmic Manipulation) may be thought of as elements, but are energy. These are more specific and much rarer abilities and powers.
Applications Solid Control Crystal Manipulation Earth Manipulation Glass Manipulation Ice Manipulation Intangibility Metal Manipulation Mineral Manipulation Nature Enhancement Nature Manipulation Paper Manipulation Plant Manipulation Snow Manipulation Liquid Control Acid Manipulation Alcohol Manipulation Blood Manipulation Ice Manipulation Oil Manipulation Plant Manipulation Poison Manipulation Water Manipulation Gas Control Air Manipulation Atmospheric Adaptation Density Manipulation Flight Gas Manipulation Oxygen Manipulation Pressure Manipulation Sound Manipulation Plasma Control Electricity Manipulation Fire Manipulation Ionic Manipulation Light Manipulation Magma Manipulation Microwave Emission Plasma Manipulation Solar Manipulation Thermal Manipulation Other Aether Manipulation Celestial Space Manipulation Chi Manipulation Cosmic Manipulation Darkness Manipulation Death-Force Manipulation Electromagnetism Manipulation Elemental Energy Manipulation Energy Manipulation Flora Energy Manipulation Gravity Manipulation Life-Force Manipulation Magnetism Manipulation Matter Manipulation Nether Manipulation Planetary Empowerment Quintessence Force Space-Time Manipulation Twilight Manipulation Weather Manipulation
Techniques Elemental Absorption Elemental Attacks Elemental Aura Elemental Divination Elemental Combat Elemental Constructs Elemental Flight Elemental Healing Elemental Mimicry Elemental Recomposition Elemental Regeneration Elemental Teleportation Matter Surfing
Variations Artificial Element Manipulation Classical Element Manipulation Dark Element Manipulation Divine Element Manipulation Draconic Elemental Manipulation Elemental Energy Manipulation Empathic Element Manipulation Psychic Element Manipulation Physical Element Manipulation Universal Element Manipulation
Associations User may gain Molecular Manipulation and Atomic Manipulation See Energy Manipulation for various ways to manipulate elements.
Limitations User may be limited to specific elements. User may be limited to specific types of elements. User may only be able to manipulate for a certain period of time. User may only be able to manipulate what they touch. User may only be able to alter existing elements, not make new ones. User may be limited on the amount of elements that can control.
***Maximum of 4 elements may be controlled by any one Daoine. Must choose a maximum of 5 techniques; may learn more via RP. Certain subspecies have specific variations and are locked to specific elements. Aquatics may only control water; Semi-Aquatics must have water, but may control anything but fire; Avians and any Daoine with natural wings with the exception of Dragon-kin must have Wind Manipulation.***
- Shapeshifting:
The power to transform and reshape form of one's body. Capabilities The user can shapeshift their form, transforming and reshaping down to the genetic and cellular structure. They can impersonate others or enhance one's body to combat, either by turning into animal, monsters or make the body stronger. Users with particularly flexible abilities can manipulate their form at will, combining abilities, traits, etc, even being able to form limbs into weapons and reforming after being blown apart by explosives. Variations Animal Morphing: Transform into animals. Beast Morphing: Transform into beasts. Body Manipulation: Manipulate any aspect of ones body. Natural Weaponry: Form ones body into weapons. Doppelgänger Morphing: Take the appearance of other beings. Malleable Anatomy: Rearrange the physiological features of oneself. Partial Transformation: Transform parts of one's body independently of the rest.. Size Manipulation: Change the size of oneself. *** - Quote :
- Users may require visual or genetic source material for a copy to be made.
May retain characteristics of their original form in their new shape (i.e., color scheme, birthmarks, scars, etc.). All Daoine are born with two form; Hybrid and Animal. To gain a third form; the user must have access to visual or genetic information of the new form. In the case of a humanoid form, you need only time and energy to create the new form. Cannot obtain 3rd form is younger then 2000 years old; nor can you gain the form of another Daoine subspecies. (You must use the actual animal for the base, not another Daoine.)
- Omnilingualsim:
The power to instantly speak and understand any language fluently.
Capabilities User can speak, write, understand and communicate in any language including computer codes, languages that has never been heard before, sign language (even lip-reading), illegible words, and backwards speech and writing with little or no training. User may even communicate with animals or read body language. This ability works by either or both of two faculties:
Projective Omnilingualism- the translation of one's native tongue or telepathic/subliminal broadcast of one's communication intentions to the minds of others, so that one can speak one's own language and be understood by people who normally wouldn't understand the speaker. The user of this ability may not be able to understand others, but only cause them to understand him.
Receptive Omnilingualism- the translation of any written language into the user's own native tongue, or through subliminal intuition of what by physical communication means. This ability may even employ telepathic faculty, where the psychic energy is read (by hearing or sight) to understand what the message is meant to convey.
Usually this ability is reciprocal, so that the user and the subjects can understand and communicate with one another efficiently.
Variations Electronic Communication (Technoligualism) Ability to communicate with electronic, digital, and radio waves. Extraterrestrial Communication (Xenolingualism) Ability to decode any communications with aliens, i.e. an Earthling being to understand Martian (Mars) language. Faunal Communication (Zoolingualism) Ability to decipher any animal communication and perform any fluently. The user can understand and speak with animals. Animals still have wills of their own, so this power shouldn’t be confused with Faunal Manipulation. Plant Communication (Annuallingualism/Botanilingualism) Ability to communicate with flowers, trees, fruits, vegetables, pollens and other botanical life. The user can communicate either telepathically, by speaking verbally, or by touching it physically. Technopathy (Cyberlingualism) Ability to communicate with machinery, computers and other electronics. The user can hack into cyber systems, restore information and break computer codes. Not to be confused with Technology Manipulation nor Cyber Communication which is using technology to communicate.
Universe Differences May know speech/language before recognition of obtained language. May need to carry out a related task before obtaining knowledge of a language. Starfire of Teen Titans had to kiss somebody to learn their native tongue. May need to know the basics of grammar and semantics to fully utilize the learned language.
Limitations Must be explosed to the language via audio, visual or telepathic means.
- Temporal Lock:
The power to be immune to temporal-based powers. Sub-power of Chronolock and Temporal Lock, variation of Power Immunity. Not to be confused with Temporal Protection
Capabilities The user is immune to temporal based powers. They cannot be frozen in time or slowed, they are also immune to Temporal Slicing. Cannot be effected my history manipulation.
Applications Power Immunity only to temporal powers.
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